#version 450

// set #0: global

// set #1: material
layout(set = 1, binding = 0) uniform MaterialInput {
    float idle;
} material;
// set #2: object

layout(location = 0) out vec4 outAlbedo;
layout(location = 1) out vec4 outPosition;
layout(location = 2) out vec4 outNormal;
layout(location = 0) in vec2 inUV;


void main() {
    outAlbedo = ((inUV.x < .5f) ^^ (inUV.y < .5f)) ? vec4(0.f, 0.f, 0.f, 1.f) : vec4(1.f, 0.f, 1.f, 1.f); // NOLINT
}